Hi Yanling, To get maximum throughput you need to use VBO's and break your geometry up into chunks of say around 1-10,000 vertices each.
Robert. On 7/29/06, Yanling Liu <[EMAIL PROTECTED]> wrote:
Hi, does any of you guys achieve the maximum throughput about triangle rendering of your video card? I am asking this is because my program running on a NVIDIA Quadro FX 3400 + Xeon 3.6G single CPU could render a human brain model having 3 million triangles at 20 fps. According to NVIDIA's website, a Quadro FX 3450 has theory maximum throughput 150 million triangles per second. (I guess 3400 has no big performance difference with 3450). So the card could process about 7 million triangles per frame at 20 fps rendering speed. Apparently my program is far away from my video card's maximum throughput. I already used space partition to speedup and I have no idea where is the bottle neck. Could anyone help me to know the difference between the theroy maximum rendering throughput and practical throughput when we rendering something? Say if the card could process 150 million triangles, what is the typical practice performance? 50 million triangles? 100 million triangles? could we achieve the maximum throughtput by some special optimization? Two more things need to be mentioned: 1. I did not use triangle strip. Instead, I have used DrawArrays using PrimitiveSet::TRIANGLES. Also there is not much difference if I switch to DrawElementsUInt. 2. displaylist has been used in my program. Thanks ahead! Yanling _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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